Search found 20 matches

by jkeywo
Fri Feb 10, 2017 11:26 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51758

Re: Friday Facts #177 - Difficulty settings

Any chance of mods being able to modify that difficulty screen? Setting new defaults and/or adding new settings? (changing defaults, or locking out options, on the basic map gen screen would be cool too).
by jkeywo
Tue Nov 01, 2016 2:41 pm
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 35
Views: 55345

Re: [Guide] Making spritesheets with Blender

pancakeddd: Your problem is how you installed ImageMagick... 1/2 way througb there are a bunch of checkboxes, tick the one that mentions something like "legacy tools (e.g. convert)" and your problem should go away, that's what I ended up doing and it worked for me.
by jkeywo
Fri Oct 28, 2016 11:51 am
Forum: Mods
Topic: [MOD 14.12+] KMonuments and Ruins
Replies: 0
Views: 1281

[MOD 14.12+] KMonuments and Ruins

Info / Long Description: Name: KMonuments - Lib and KMonuments - Ruins Latest Release: v0.1.0 Factorio Version: 0.14.12 License: MIT License Author: LordKiwi Download Link: https://github.com/jkeywo/KFactorioMods/releases/tag/v0.1.0-monuments Github: https://github.com/jkeywo/KFactorioMods/tree/v0.1...
by jkeywo
Thu Oct 27, 2016 6:41 pm
Forum: Angels Mods
Topic: Molten Metal Bus
Replies: 4
Views: 3975

Molten Metal Bus

I did some experiments using molten metals instead of metal plates on the bus. I found that a single pipe can transport about 80% more than a single express belt, it can go underground so can be braided with non-metals that may be on your bus and it should be better for performance (from what I've h...
by jkeywo
Fri Oct 14, 2016 3:18 pm
Forum: Mods
Topic: [MOD 0.14.x] Waste Processing 0.1.0
Replies: 3
Views: 2609

Re: [MOD 0.14.x] Waste Processing 0.1.0

I'm surprised that loaded! Fixed it now, thanks.
by jkeywo
Fri Oct 14, 2016 2:16 pm
Forum: Mods
Topic: [MOD 0.14.x] Waste Processing 0.1.0
Replies: 3
Views: 2609

[MOD 0.14.x] Waste Processing 0.1.0

Type: Mod Name: Waste Processing Description: When something dies with items inside it it leaves a trail of waste on the floor. A waste processing facility can destroy items with minimal waste. License: MIT Version: 0.1.0 Release: 2016-10-14 Tested-With-Factorio-Version: 0.14.12 Category: (storage) ...
by jkeywo
Sat Oct 08, 2016 8:13 pm
Forum: Mods
Topic: [MOD 0.14+] Boid-bots
Replies: 0
Views: 1006

[MOD 0.14+] Boid-bots

Type: Mod Name: Boid-bots Description: Flocking behaviour for drones. License: MIT Version: 0.0.0 Release: 2016-10-8 Tested-With-Factorio-Version: 0.14.12 Download-Url: https://github.com/jkeywo/Boidbots/releases/download/0.0.0/boidbots_0.0.0.zip Website: https://github.com/jkeywo/Boidbots This mod ...
by jkeywo
Fri Oct 07, 2016 11:30 am
Forum: Implemented mod requests
Topic: Hide and disable some autoplace-controls
Replies: 2
Views: 1412

Hide and disable some autoplace-controls

I'd like to be able to hide some autoplace controls and set them to 'none' by default. The underlying problem is this... I've added some new autoplace-controls for use on different surfaces (new worlds), but I can't stop them from spawning on nauvis. (I assume there is no existing way to solve this ...
by jkeywo
Sun Oct 02, 2016 8:40 pm
Forum: Modding help
Topic: Changing the MapGenSettings of Nauvis
Replies: 0
Views: 757

Changing the MapGenSettings of Nauvis

I'd like to change the initial MapGenSettings for the default surface (nauvis)... more specifically I want to set some autoplace controls to 'none' which is something you can't do in the new game screen manually.
by jkeywo
Sun Oct 02, 2016 9:38 am
Forum: Modding help
Topic: [Solved] MapGenSettings for Surfaces
Replies: 6
Views: 2460

Re: MapGenSettings for Surfaces

Partial success... Terrain tiles didn't have a "control" value in their "autoplace" table, so by adding one and pointing it to something I could tell it not to bother spawning that autoplace-control. data:extend( { { -- https://wiki.factorio.com/index.php?title=Types/AutoplaceSpe...
by jkeywo
Sun Oct 02, 2016 9:09 am
Forum: Modding help
Topic: [Solved] MapGenSettings for Surfaces
Replies: 6
Views: 2460

Re: MapGenSettings for Surfaces

It is picking up the changes to ores (the increased frequency of my own and the lack of coal) but it's not affecting the terrain tiles, maybe it's just supposed to?

I've tried adding "autoplace-control" for grass, trees, doodads, etc. but that doesn't make it work either.
by jkeywo
Sun Oct 02, 2016 8:48 am
Forum: Modding help
Topic: [Solved] MapGenSettings for Surfaces
Replies: 6
Views: 2460

Re: MapGenSettings for Surfaces

OK, so the water and starting area settings are definitely getting used but the autoplace_controls aren't. local nauvis = game.surfaces["nauvis"]; local map_gen = { terrain_segmentation = "normal", water = "none", autoplace_controls = { ["nidavellir-floor"] = ...
by jkeywo
Sat Oct 01, 2016 11:23 pm
Forum: Modding help
Topic: [Solved] MapGenSettings for Surfaces
Replies: 6
Views: 2460

Re: MapGenSettings for Surfaces

I have noise layers for them all. Changing the name to anidavellir-floor just crashes the game on load, since the correct entity name doesn't exist. The problem isn't that the nidavellir entities don't spawn, they do, on both surfaces, but I'm trying to stop everything else spawning on the surface I...
by jkeywo
Sat Oct 01, 2016 1:51 pm
Forum: Modding help
Topic: [Solved] MapGenSettings for Surfaces
Replies: 6
Views: 2460

[Solved] MapGenSettings for Surfaces

I'm generating a new surface and trying to provide it with it's own MapGenSettings, but it's not working like I'd expect. The effect I'm after is to completely override the autoplace_controls with my own. I've tried... { ["nidavellir-floor"] = { frequency = "normal", size = "...
by jkeywo
Wed Apr 27, 2016 1:35 pm
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Re: Production chain flowchart [WIP]

N.B. I am continuing to expand, improve and correct the chart, I just don't post here every time I do it.
by jkeywo
Mon Apr 11, 2016 7:47 pm
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Re: Production chain flowchart [WIP]

It's possible that as the chart gets bigger the resolution of the export decreases. This - http://www.googledrive.com/host/0ByN9GXXqAtKqcEQyTWVra1BVNGM - should be much clearer. Or here is the source file https://drive.google.com/file/d/0ByN9GXXqAtKqRUZ3SXJBOEhfN00/view?usp=sharing although I don't ...
by jkeywo
Mon Apr 11, 2016 1:18 pm
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Re: Production chain flowchart [WIP]

ic, it's probably 5Dim then, that's annoying because all I wanted was the trains.

In other news I've added green circuits, blue science and fixed a mistake with the invar alloy recipe.
by jkeywo
Fri Apr 08, 2016 4:53 pm
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Re: Production chain flowchart [WIP]

I see, I thought I'd seen cobalt ore patches but I must have been mistaken (or another mod is messing things up). I've integrated that into the chart now. I've also added the ammo types, which, now that I've charted them out, make a lot more sense to me :) although it may be a little tricky for some...
by jkeywo
Fri Apr 08, 2016 2:30 pm
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Re: Production chain flowchart [WIP]

I found 90% of the chemical stuff you need is contained in the top left of the diagram (mostly derived just from water). I've added the chain for nitric acid because that's very useful and easy to produce (from an air and water pump). I think the main remaining chemistry stuff is oil related, which ...
by jkeywo
Fri Apr 08, 2016 9:32 am
Forum: Bob's mods
Topic: Production chain flowchart [WIP]
Replies: 9
Views: 6334

Production chain flowchart [WIP]

So I was struggling to see what was needed to build what, how they all related to one another, and thus how to layout a factory so I started making a flow chart that details various production chains. Things are grouped to try and make it easy to build a factory with (particularly, in my case, with ...

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